I wonder if one could create a plugin to convert material assigned vertex to vertex groups with the materials names and then reapply them based on these names after you use the Mesh transfer based on topology? I'm not sure if that'd be possible if the mesh altered too much, but who knows. I mean, materials are applied to…
@renderhjs Given any thought to a name that doesn't specifically refer to FBX, now that gltf is supported too? Maybe Assetbundle, Bundles, Fences, Flags? HJS Bundle? :D
A bad interface is not fully capable. Blender's stigma is because they took so damn long to understand this. Their community still hasn't. They'd be better off rebranding it as a new tool with a new name and a new interface. The name 'Blender' is synonymous with 'bad interface' even among people who have never touched it.…
You can set it to not make those files. Also, BLender has an incremental save button in 2.5. At the end of the box to enter the file name there's a + and - that you can click to increment.
@wazou This has been looking super interesting. There are a few modelling/workflow addons, namely Speedflow, MeshMachine and HardOps I guess. Can anyone tell me how they stack up?
Modals are not new, the simple bevel is a modal since you can make changes in the tool befor applying it. Modal is the name in the API, you can try the modals template in the text editor.
@Justo Lot of these are context sensitive in blender so you can't call them from the python interpreter but can only call them when 3d view is active. The following works for me: I put it in a pie menu and run the following commands. bpy.ops.mesh.knife_tool("INVOKE_DEFAULT") for legacy knife tool "INVOKE_DEFAULT" is…
I don't get it. I need Blender to export the correct mesh names I have actually defined, not make up some new ones that make the exported file unusable in Painter.